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View Full Version : Temple Destroyed Event kills AI!


iceboy
April 20th, 2009, 10:53 PM
When this happens early game to the AI the AI has no religious troops to build another temple and this will choke an AI nation this happens to!

Rookierookie
April 20th, 2009, 11:00 PM
Make Prophet.

Endoperez
April 21st, 2009, 02:59 AM
I'm not sure if AI would be clever enough to build a new temple in the capital ASAP. With something like Pythium, it could really screw them over.

It's also possible to lose your LAB, but not in turn 2 or anything. At least the lab-destroying and perhaps the temple-destroying event can't happen in the first few turns.

chrispedersen
April 21st, 2009, 04:00 AM
why do you think the lab destroying event can't happen in the first few turns... its happened to me.. around turn 4 or so.

Edi
April 21st, 2009, 04:22 AM
I'm not sure if AI would be clever enough to build a new temple in the capital ASAP. With something like Pythium, it could really screw them over.

It's also possible to lose your LAB, but not in turn 2 or anything. At least the lab-destroying and perhaps the temple-destroying event can't happen in the first few turns.
There's no restrictions on those in the event code. Some other events do have turn restrictions.

Gandalf Parker
April 21st, 2009, 09:38 AM
Extreme scales pretty much HAVE to allow for extreme results. And the AI does have the option for extreme scales.

Everything has its pros and cons. The more that "intelligent" limitations are put on AI actions, the more predictable it becomes, and the less replayability in solo play. Extreme randoms allow for surprise wins as well as surprisingly stupid failures.

Dom3 out-of-the-box goes with random over controlled results in many areas (map, your own units AI, computer player AI, magic sites, populations, guardians, etc). However, as an option we do have the SemiRandom program which tries to fix those if you want a slightly more controlled result. That includes logical gods and scales for computer player AIs which can help against the problem mentioned here.

Gandalf Parker
--
For some people, unlimited options is the same as no options at all.
It if its not on the menu, its not an option?

Endoperez
April 21st, 2009, 11:27 AM
why do you think the lab destroying event can't happen in the first few turns... its happened to me.. around turn 4 or so.

I thought turn 4 was about where they were allowed. Enough time to recruit a mage and a priest. However, Edi thinks otherwise, so I'm probably wrong.

Ironhawk
April 21st, 2009, 06:37 PM
KO mentioned offhand once that he did not believe that the really crippling events could happen in the first few turns. I am not sure if this was ever backed up with facts. Really it would be bad if they could not because those early turns are the only ones where misf/death scales are likely to cause events so bad that they make up for thier point cost.

JimMorrison
April 21st, 2009, 06:43 PM
Yet it ruins the game for everyone if a player gets a disastrous event in the first turn that renders them noncompetitive, and leaves a huge power vacuum for select other players to expand into.